Search found 244 matches

by MrGrim
Sat Jul 20, 2019 5:07 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 357653

Re: Friday Facts #304 - Small bugs; Big changes

To all the folks that are arguing how "just add more pumpjacks!" will make using more efficient recipes pointless, maybe it's time to consider turning biters back on? You're perspective is _way_ out of whack. :D Just "adding more pumpjacks" is a big deal in most game modes.

Try a marathon death ...
by MrGrim
Fri Jul 19, 2019 7:23 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 357653

Re: Friday Facts #304 - Small bugs; Big changes

Draloric wrote: Fri Jul 19, 2019 7:14 pm 6. Makes an easy way to get Coal Liquification off of the ground, start with basic processing and get a bit of heavy oil going, then switch to coal liquification.
That's a cool side effect I hadn't even thought of! Good call out! :)
by MrGrim
Fri Jul 19, 2019 6:40 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 357653

Re: Friday Facts #304 - Small bugs; Big changes

Some discussions on the Discord server led to an idea for dealing with the new player issues with oil that I think would work a lot better here. Original credit for the idea goes to Hexicube.

The idea is based on the following assumptions:

* The fundamental problem is that it is difficult for ...
by MrGrim
Thu Jul 18, 2019 8:21 pm
Forum: Duplicates
Topic: Objects missing robots/Needed objects changing randomly
Replies: 5
Views: 2721

Re: Objects missing robots/Needed objects changing randomly

This is normal. The counts are based on all of the processed ghosts from the oldest unexpired alert to the most recent. Generally this is the last 600ish ghosts processed that'll have active alerts. If you have more than 600 ghosts, then the ones with unexpired/active alerts will always be changing ...
by MrGrim
Sun Jul 14, 2019 2:05 am
Forum: Ideas and Suggestions
Topic: Selective Station Enabling
Replies: 11
Views: 7046

Re: Selective Station Enabling


... or to add the smallest possible "parts you can put together to build a train controller" into core ...


That is essentially my argument. The problem with other suggestions, and even with mine, tbh, is the approach is backwards. It's "I have a problem here is a solution" rather than "here is ...
by MrGrim
Wed Jul 10, 2019 4:46 pm
Forum: Ideas and Suggestions
Topic: Selective Station Enabling
Replies: 11
Views: 7046

Re: Selective Station Enabling



Instead of allowing the station to specify a specific Train ID, I think a more flexible solution would be the ability to set conditional orders on the train itself. This has been suggested in the following threads:

That way is better.


The problem with this is that you are limited to ...
by MrGrim
Thu Jul 04, 2019 4:38 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
Replies: 3
Views: 4630

Re: [0.17.53] Train Wagon Limits in Blueprints Lost After Reload

Curious. I've edited the original post title and reproduction steps to remove the library parts. Thanks for looking into it!
by MrGrim
Thu Jul 04, 2019 3:44 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
Replies: 3
Views: 4630

[kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload

I can reliably reproduce this with the following steps:

* Take a blueprint of a train with wagon inventory limits set (the "bar" field in the blueprint json).
* Save the blueprint in your inventory.
* Save the game and reload the save.
* The "bar" field is missing and the deployed train has no ...
by MrGrim
Wed Jun 26, 2019 8:52 pm
Forum: Won't fix.
Topic: [0.17.18] Symlinks in script-output no longer work.
Replies: 9
Views: 7221

Re: [0.17.18] Symlinks in script-output no longer work.

An independently configurable script output path would solve a lot of the issues involving mods with large output like FactorioMaps without requiring sacrificing Lua sandboxing. Perhaps that's an acceptable and hopefully easy to implement compromise?
by MrGrim
Fri Jun 07, 2019 2:53 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 51366

Re: Friday Facts #298 - Demo upgrade for Stable


One thing I truly hate about Destroyer capsules and despite them being awesome even pre-balance is the fact that by the time you deploy your max follower count of them - you literally have about a minute before they start exploding. Also, constant deployment with big pauses between the deploy take ...
by MrGrim
Fri Apr 05, 2019 9:00 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 89275

Re: Friday Facts #289 - Character GUI


Like others have mentioned I would also love it if we could have:
Presets for requests/trash slots, kind of like we have multiple quickbars; a way to define multiple sets of requests/trash and swap between them (I did wonder if that was what those mysterious +/- buttons, marked 9, were in the ...
by MrGrim
Thu Apr 04, 2019 11:31 pm
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 32425

Re: Version 0.17.25

FactorioBot wrote: Thu Apr 04, 2019 7:00 pm [*]Fixed that deleting mods would follow symlinks instead of just removing the symlink. (68975)
Ouch! I felt that one in my gut even though I was never bit by it. I believe that's one of the nastier bugs I've seen in these notes in some time!
by MrGrim
Fri Mar 08, 2019 5:47 pm
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 41565

Re: Version 0.17.9


Changes

Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains ...
by MrGrim
Fri Dec 28, 2018 4:42 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 251949

Re: Friday Facts #275 - 0.17 Science changes

I'll shed a tear as I throw away the low and high tech 120 sci/s blueprints I just made, but it's fine. :D

I have but one request. Please make at least one infinite research require all of the science packs. It would be nice to have something to stress large bases that do bother to make the ...
by MrGrim
Sat Dec 08, 2018 9:04 pm
Forum: Ideas and Suggestions
Topic: Selective Station Enabling
Replies: 11
Views: 7046

Re: Selective Station Enabling

Perhaps, but I'm trying to keep two things in mind.

First, any new mechanic should be as simple and generic as possible if it's likely to be accepted and implemented at all. This capability is generic enough that it can be used to implement all of those other suggestions, and many more. A generic ...
by MrGrim
Fri Dec 07, 2018 10:43 pm
Forum: Ideas and Suggestions
Topic: Selective Station Enabling
Replies: 11
Views: 7046

Selective Station Enabling

I've looked through the following threads, but I did not see this particular idea in them:

https://forums.factorio.com/viewtopic.php?f=80&t=21899
https://forums.factorio.com/viewtopic.php?f=80&t=30189

Many ideas center on controlling the train and have various implementation complications, but ...
by MrGrim
Sat Nov 24, 2018 6:49 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 57770

Re: Friday Facts #270 - HR Substation & Save/Load overview


First thought: I think labour of love fits better then fun with the machine.


The reason I chose not to nominate Factorio for this category is that I feel it is inappropriate for a game in early access. I also did not nominate any other early access game as well. For such games, continued ...
by MrGrim
Fri Oct 26, 2018 4:35 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 337318

Re: Friday Facts #266 - Cleanup of mechanics


I love all of these, except the fuel efficiency. It made the choice between steel and electric furnaces an interesting and viable one. If you had petrochemical based power, then steel furnaces were in some cases better than electric, while electric becomes fully superior in solar/nuclear builds ...
by MrGrim
Fri Aug 31, 2018 4:20 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 89401

Re: Friday Facts #258 - New autoplace

I agree with a lot of folks here that it was good in 0.12 and that something between 0.13 and 0.15 made the lakes too small and uninteresting.

A man after my own heart, here! 0.12 map gen was by far the best, imo. Although, 0.13-0.15 got a lot better near the end. Shortly after the release of 0 ...
by MrGrim
Fri Aug 17, 2018 2:39 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 71149

Re: Friday Facts #256 - The little things 3

Very nice. :) The spillage thing is a good change, but there's that part of me that always thinks a lesson hard learned sticks the best. :D

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